async void StressIt(float dt) { if (this.NumberOfRunningActions > 0) { return; } var targetNode = new CCNodeGrid(); AddChild(targetNode); //lbl = new CCSprite("images/bat2.png"); label1 = CreateLabel(string.Format("Score: {0:n0} - Level: {1}", 123456, count), 30, CCColor3B.Yellow, CCColor3B.Blue); label1.Position = this.ContentSize.Center; targetNode.AddChild(label1); count++; await targetNode.RunActionAsync(fadeOut); // Make sure we unset our grid that was attached. targetNode.Grid = null; label1.RemoveFromParent(); label1 = null; targetNode.RemoveFromParent(); // GC.Collect (); // GC.WaitForPendingFinalizers (); // GC.Collect (); }
public TextLayer() : base() { Color = new CCColor3B(32, 128, 32); Opacity = 255; BaseNode = new CCNodeGrid(); var effect = CurrentAction; BaseNode.RunAction(effect); AddChild(BaseNode, 0, EffectTestScene.kTagBackground); var bg = new CCSprite(TestResource.s_back3); BaseNode.AddChild(bg, 0); var Kathia = new CCSprite(TestResource.s_pPathSister2); BaseNode.AddChild(Kathia, 1, EffectTestScene.kTagKathia); var sc = new CCScaleBy(2, 5); var sc_back = sc.Reverse(); Kathia.RunAction(new CCRepeatForever(sc, sc_back)); var Tamara = new CCSprite(TestResource.s_pPathSister1); BaseNode.AddChild(Tamara, 1, EffectTestScene.kTagTamara); var sc2 = new CCScaleBy(2, 5); var sc2_back = sc2.Reverse(); Tamara.RunAction(new CCRepeatForever(sc2, sc2_back)); }
public GameLayer() : base(CCColor4B.Blue, CCColor4B.AliceBlue) { // Set the layer gradient direction this.Vector = new CCPoint(0.5f, 0.5f); // Create and add sprites // We will later be applying a wave action to these sprites // These type of actions can only be applied to CCNodeGrid instances // Therefore, wrap our sprites in a CCNodeGrid parent monkeySprite1 = new CCNodeGrid(); monkeySprite1.AddChild(new CCSprite("monkey")); AddChild(monkeySprite1); monkeySprite2 = new CCNodeGrid(); monkeySprite2.AddChild(new CCSprite("monkey")); AddChild(monkeySprite2); // Define actions var moveUp = new CCMoveBy(1.0f, new CCPoint(0.0f, 50.0f)); var moveDown = moveUp.Reverse(); // A CCSequence action runs the list of actions in ... sequence! CCSequence moveSeq = new CCSequence(new CCEaseBackInOut(moveUp), new CCEaseBackInOut(moveDown)); repeatedAction = new CCRepeatForever(moveSeq); // A CCSpawn action runs the list of actions concurrently dreamAction = new CCSpawn(new CCFadeIn(5.0f), new CCWaves(5.0f, new CCGridSize(10, 20), 4, 4)); // Schedule for method to be called every 0.1s Schedule(UpdateLayerGradient, 0.1f); }
public CCReuseGridState (CCReuseGrid action, CCNodeGrid target) : base (action, target) { CCGridBase grid = target.Grid; if (grid != null && grid.Active) { grid.ReuseGrid += action.Times; } }
public CCStopGridState (CCStopGrid action, CCNodeGrid target) : base (action, target) { CCGridBase pGrid = target.Grid; if (pGrid != null && pGrid.Active) { pGrid.Active = false; } }
public CCStopGridState(CCStopGrid action, CCNodeGrid target) : base(action, target) { CCGridBase pGrid = target.Grid; if (pGrid != null && pGrid.Active) { pGrid.Active = false; } }
public CCReuseGridState(CCReuseGrid action, CCNodeGrid target) : base(action, target) { CCGridBase grid = target.Grid; if (grid != null && grid.Active) { grid.ReuseGrid += action.Times; } }
public override void OnEnter() { CCRect visibleBounds = Layer.VisibleBoundsWorldspace; base.OnEnter(); bgNode = new CCNodeGrid(); bgNode.AnchorPoint = CCPoint.AnchorMiddle; contentLayer.AddChild(bgNode); //bgNode.Position = visibleBounds.Center; var bg = new CCSprite("Images/background3"); //bg.AnchorPoint = CCPoint.AnchorMiddle; bg.Position = visibleBounds.Center; //bgNode.ContentSize = bg.ContentSize; bgNode.AddChild(bg); Target1 = new CCNodeGrid(); Target1.AnchorPoint = CCPoint.AnchorMiddle; grossini = new CCSprite("Images/grossinis_sister2"); Target1.AddChild(grossini); bgNode.AddChild(Target1); Target1.Position = bg.BoundingBox.Center + new CCPoint(-100.0f, 0.0f); //grossini.Position = var sc = new CCScaleBy(2, 5); var sc_back = sc.Reverse(); Target1.RepeatForever(sc, sc_back); Target2 = new CCNodeGrid(); Target2.AnchorPoint = CCPoint.AnchorMiddle; tamara = new CCSprite("Images/grossinis_sister1"); Target2.AddChild(tamara); bgNode.AddChild(Target2); Target2.Position = bg.BoundingBox.Center + new CCPoint(100.0f, 0.0f); var sc2 = new CCScaleBy(2, 5); var sc2_back = sc2.Reverse(); tamara.RepeatForever(sc2, sc2_back); }
public override void OnEnter() { base.OnEnter(); var effect = new CCSequence(new CCDelayTime(2.0f), new CCShaky3D(5.0f, new CCGridSize(5, 5), 16, false)); // cleanup contentLayer.RemoveChild(bgNode, true); // background var layer = new CCDrawNode(); layer.Color = CCColor3B.Red; layer.Opacity = 255; layer.DrawRect(VisibleBoundsWorldspace); AddChild(layer, -10); var sprite = new CCSprite("Images/grossini"); sprite.Position = new CCPoint(50, 80); layer.AddChild(sprite, 10); // foreground var layer2BaseGrid = new CCNodeGrid(); var layer2 = new CCDrawNode(); layer2.Color = CCColor3B.Green; layer2.Opacity = 255; layer2.DrawRect(VisibleBoundsWorldspace); var fog = new CCSprite("Images/Fog"); var bf = new CCBlendFunc { Source = CCOGLES.GL_SRC_ALPHA, Destination = CCOGLES.GL_ONE_MINUS_SRC_ALPHA }; fog.BlendFunc = bf; layer2.AddChild(fog, 1); AddChild(layer2BaseGrid, 1); layer2BaseGrid.AddChild(layer2); layer2BaseGrid.RepeatForever(effect); }
public CCTurnOffTilesState (CCTurnOffTiles action, CCNodeGrid target) : base (action, target) { int i; if (action.Seed != CCShuffleTiles.NoSeedSpecified) { CCRandom.Next (action.Seed); } CCGridSize gridSize = action.GridSize; TilesCount = gridSize.X * gridSize.Y; TilesOrder = new int[TilesCount]; for (i = 0; i < TilesCount; ++i) { TilesOrder [i] = i; } Shuffle (TilesOrder, TilesCount); }
public CCTurnOffTilesState(CCTurnOffTiles action, CCNodeGrid target) : base(action, target) { int i; if (action.Seed != CCShuffleTiles.NoSeedSpecified) { CCRandom.Next(action.Seed); } CCGridSize gridSize = action.GridSize; TilesCount = gridSize.X * gridSize.Y; TilesOrder = new int[TilesCount]; for (i = 0; i < TilesCount; ++i) { TilesOrder [i] = i; } Shuffle(TilesOrder, TilesCount); }
public CCShuffleTilesState(CCShuffleTiles action, CCNodeGrid target) : base(action, target) { CCGridSize gridSize = action.GridSize; TilesCount = gridSize.X * gridSize.Y; int[] shuffledTilesOrder = new int[TilesCount]; int i, j, f = 0; for (i = 0; i < TilesCount; i++) { shuffledTilesOrder [i] = i; } if (action.Seed != CCShuffleTiles.NoSeedSpecified) { CCRandom.Next(action.Seed); } Shuffle(ref shuffledTilesOrder, TilesCount); TilesOrder = shuffledTilesOrder; Tiles = new CCTile[TilesCount]; for (i = 0; i < gridSize.X; ++i) { for (j = 0; j < gridSize.Y; ++j) { Tiles [f] = new CCTile { Position = new CCPoint(i, j), StartPosition = new CCPoint(i, j), Delta = GetDelta(i, j) }; f++; } } }
public CCSplitRowsState(CCSplitRows action, CCNodeGrid target) : base(action, target) { VisibleSize = Target.VisibleBoundsWorldspace.Size; width = VisibleSize.Width; }
public CCShaky3DState (CCShaky3D action, CCNodeGrid target) : base (action, target) { Shake = action.Shake; Range = action.Range; }
public CCSplitColsState (CCSplitCols action, CCNodeGrid target) : base (action, target) { VisibleSize = Target.VisibleBoundsWorldspace.Size; height = VisibleSize.Height; }
public CCShatteredTiles3DState(CCShatteredTiles3D action, CCNodeGrid target) : base(action, target) { Range = action.Range; ShatterZ = action.ShatterZ; }
public CCSplitColsState(CCSplitCols action, CCNodeGrid target) : base(action, target) { VisibleSize = Target.VisibleBoundsWorldspace.Size; height = VisibleSize.Height; }
public CCSplitRowsState (CCSplitRows action, CCNodeGrid target) : base (action, target) { VisibleSize = Target.VisibleBoundsWorldspace.Size; width = VisibleSize.Width; }
public CCShatteredTiles3DState (CCShatteredTiles3D action, CCNodeGrid target) : base (action, target) { Range = action.Range; ShatterZ = action.ShatterZ; }
public CCShaky3DState(CCShaky3D action, CCNodeGrid target) : base(action, target) { Shake = action.Shake; Range = action.Range; }